First turn campiagn mystery

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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JocMeister
Posts: 8258
Joined: Wed Jul 29, 2009 10:03 am
Location: Sweden

RE: First turn campiagn mystery

Post by JocMeister »

ORIGINAL: obvert

Do you realize at all that you gave a response twice as assumptive and rude as the one that annoyed you so much? Maybe you should have some patience and actually see that the people here are trying to help you. Dan is an incredibly knowledgeable player, and often ready with a quick response for players in need of help. If you haven't realized it yet, after these gracious responses to your own combative posts, the manual for this game IS the players. You will learn more from them than from any official text written about the game.

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CV 2
Posts: 376
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RE: First turn campiagn mystery

Post by CV 2 »

ORIGINAL: Alfred

ORIGINAL: treespider

ORIGINAL: abulbulian

Oh and thanks Alfred too. This is probably another thread. But trying to find in manual if as Japan I will need to take all cities or if taking just key ones (capitals and such) will force and area to surrender. For example the DEI, does it ever just surrender and all of it's hexes with non-significant enemy units become Japanese?

Guessing this has been answered before, sorry still a WitP:AE noob. Also, never had much luck in forum search feature.


All bases need to be captured...there is a minor routine in code that will cause a single vacant base to switch sides during the turn if certain conditions are met ...usually it is in proximity to your units.

But othewise capturing Batavia or Soerbaja does not cause all of the bases in the DEI to switch sides.

abulbulian,

Expanding further on treespider's answer. Treespider is commenting on the actions which are often described here as the "rowboat corps".

Bases do not automatically flip over from one side to the other side. It is possible therefore to have an Allied owned base completely surrounded by Japanese bases. That state of affairs will only change if the Japanese player organises an invasion ground force to enter and successfully attack and capture the base after achieving 2:1 odds in adjusted assault value. The one exception is when the "rowboat corps" becomes involved. The conditions for that development to occur are:

1. The enemy base has no enemy garrison present.

2. The enemy base is adjacent to and shares contingous land borders with your own bases.

3. Your own adjacent bases must have a friendly garrison present. Merely owning ungarrisoned friendly owned adjacent bases will not suffice to effect the automatic ownership flip over.

Alfred

This is not entirely true.

First off, you do NOT have to be adjacent. Bases within 2 hexes are subject to this flipping.

Secondly, they do NOT have to be land hexes. And a base that is 2 hexes away can flip even though a base 1 hex away hasnt.

The friendly base does indeed have to have troops present, but it can NOT be a dot hex. It must actually have a base in the hex. The more AV and the more supply you have in the hex seems to increase its chances of flipping a base.
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